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*Pathfinder & Starfinder
How Did Your Lair Assault 2 Go? (spoilers)
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<blockquote data-quote="Zuche" data-source="post: 5762603" data-attributes="member: 6682151"><p>By way of reply, I refer you to your next point:</p><p></p><p></p><p></p><p>This, right after you insist that design choices you dislike a bad choices. You dislike options that strike you as arbitrary, I dislike complications that I see as arbitrary. Is that clear now?</p><p></p><p></p><p></p><p>Of course not. But you could settle for saying, "It wasn't for me," instead of:</p><p></p><p></p><p></p><p>...you could admit that repetition and boredom are choices, and that there is more to this than "winning." Or not. </p><p></p><p></p><p></p><p>Why bother giving more options to ignore? </p><p></p><p></p><p></p><p>That is certainly a choice, yes.</p><p></p><p></p><p></p><p>From the look of things, a number of visitors to this thread were hoping to read a few. </p><p></p><p></p><p></p><p>And if one plays it four times and brings back four tales that can amuse people who don't play the game? Let's see, in four attempts from first season, there was the horse run, death by roadrunner, one of the two times a lone character kept fighting on for six rounds after everyone else fell, and the suicide dive into lava that fell just inches short of killing Vell. </p><p></p><p>And those are just the ones that didn't work out for the team.</p><p></p><p></p><p></p><p>Let's not nitpick about the difference between zones, effects, and hazardous terrain.</p><p></p><p></p><p></p><p>Splitting the party is time-consuming. Players can't work together in circumstances with a very uneven effect. Defenders and leaders also fare worst against dazing effects, but at least they and their allies can still find ways to look out for one another. Removed from play at least protects your character in exchange for denying your contributions to the field, but it's still used sparingly.</p><p></p><p>"Evil DM skills" as you describe them are just as boring as damage, a bunch of switches that don't involve players more than combat advantage or difficult terrain does. They do no more to involve the PCs in the scenario than damage does. Effect does not define interaction. </p><p></p><p></p><p></p><p>I don't know whether that view is best described as entitled or limited, seeing as you think that's how a DM best "struts" stuff. You may as well design <em>The Cube</em> for all the personality that involves on anyone's behalf. It's like throwing a holiday dinner into a blender and eating the results through a straw.</p><p></p><p>If it's all the same to you, I'd rather participate in a pirate-themed adventure with sea monsters where winning is just another goal. Flashy gimmicks by some self-lauding soul behind a curtain aren't impressive. </p><p></p><p> </p><p></p><p>Flying no more than one square "off the ground" is the same as standing on that ground for the purpose of what can hit you. Drow can do better with a Neverwinter theme. At least staying in sight makes attacks on the mast more likely than attacks on the ship, assuming you're the only target in sight. Hey, if it's good enough for a Bugs Bunny villain, it's fair game.</p><p></p><p>I'm happy to replay this adventure, so it's no surprise I'm willing to keep discussing it, but I thought you were done with it. Congratulations on winning.</p></blockquote><p></p>
[QUOTE="Zuche, post: 5762603, member: 6682151"] By way of reply, I refer you to your next point: This, right after you insist that design choices you dislike a bad choices. You dislike options that strike you as arbitrary, I dislike complications that I see as arbitrary. Is that clear now? Of course not. But you could settle for saying, "It wasn't for me," instead of: ...you could admit that repetition and boredom are choices, and that there is more to this than "winning." Or not. Why bother giving more options to ignore? That is certainly a choice, yes. From the look of things, a number of visitors to this thread were hoping to read a few. And if one plays it four times and brings back four tales that can amuse people who don't play the game? Let's see, in four attempts from first season, there was the horse run, death by roadrunner, one of the two times a lone character kept fighting on for six rounds after everyone else fell, and the suicide dive into lava that fell just inches short of killing Vell. And those are just the ones that didn't work out for the team. Let's not nitpick about the difference between zones, effects, and hazardous terrain. Splitting the party is time-consuming. Players can't work together in circumstances with a very uneven effect. Defenders and leaders also fare worst against dazing effects, but at least they and their allies can still find ways to look out for one another. Removed from play at least protects your character in exchange for denying your contributions to the field, but it's still used sparingly. "Evil DM skills" as you describe them are just as boring as damage, a bunch of switches that don't involve players more than combat advantage or difficult terrain does. They do no more to involve the PCs in the scenario than damage does. Effect does not define interaction. I don't know whether that view is best described as entitled or limited, seeing as you think that's how a DM best "struts" stuff. You may as well design [i]The Cube[/i] for all the personality that involves on anyone's behalf. It's like throwing a holiday dinner into a blender and eating the results through a straw. If it's all the same to you, I'd rather participate in a pirate-themed adventure with sea monsters where winning is just another goal. Flashy gimmicks by some self-lauding soul behind a curtain aren't impressive. Flying no more than one square "off the ground" is the same as standing on that ground for the purpose of what can hit you. Drow can do better with a Neverwinter theme. At least staying in sight makes attacks on the mast more likely than attacks on the ship, assuming you're the only target in sight. Hey, if it's good enough for a Bugs Bunny villain, it's fair game. I'm happy to replay this adventure, so it's no surprise I'm willing to keep discussing it, but I thought you were done with it. Congratulations on winning. [/QUOTE]
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How Did Your Lair Assault 2 Go? (spoilers)
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